In addition, a character gets 3 + (1/2 EN, rounded down) to their maximum HP total and 5 + (2 X IN) skill points to distribute among their skills. Note that skills do not always increase at the same rate. The cost in points to raise a particular skill by one percentage point is listed on the table below. NOTE: Tagged skills grow at two points not one point. Tagged skills represent a character's innate talents and grow accordingly. See also Intelligence.

You have a fear of death that allows you to fight harder when you are wounded. When your character's HP drop below 50% of their maximum, your character gains a +1 Strength bonus, but cannot go above the racial maximum.Ranks: 1
Requirements: Strength 1-9, Level 6

Your character spends a lot of time with animals. A LOT of time. Animals will not attack one of their friends, unless the animal is threatened or attacked first.Ranks: 1
Requirements: 5 Intelligence, 25% Outdoorsman, Level 9

You know exactly what is going on in combat. This perk gives you more information when you examine a critter. You can see their exact number of hit points and the weapon they are armed with, if any.Ranks: 1
Requirements: Perception 5, Level 3

Your shots somehow hurt more than usual. The critical hits you cause in combat are more devastating. When you do a critical hit that does not kill outright, your hit does 150% normal damage (in addition to any damage bonuses already gained). In addition, your chance to cause damage to a limb is increased by 50%. If you critically hit for 40 points of damage, for instance, you would instead deal a whopping 60 points. OUCH! Mutants cannot choose this perk.Ranks: 1
Requirements: Perception 6, Luck 6, Agility 4, Level 9

You are the king or queen of smooth talking. Whenever you are caught stealing, your character can automatically talk his or her way out of the situation.Ranks: 1
Requirements: Charisma 7, Speech 70, Level 8

You have a very thick skull, just like your mother always told you. With the first rank of this perk, you get a 50% chance to avoid being knocked unconscious. With the second rank, that chance increases to 75%.Ranks: 2
Requirements: Strength 7, Level 7

Through careful nurturing, you have a small fruit tree growing out of your head. Now you have a steady supply of fruit! Only Ghouls can choose this perk.Ranks: 1
Requirements: Outdoorsman 50%, Science 40%, Level 12

Your character has watched Jackie Chan and Bruce Lee and managed to learn a thing or two. Your character can make more hand-to-hand or melee style attacks per combat turn with this perk. The AP cost to use a HtH or Melee attack is reduced by 1.Ranks: 1
Requirements: Agility 6, Level 15

You have learned a special technique to deal more damage with your fists and melee weapons. Your character gains a +2 bonus to Melee Damage for each level of this perk.Ranks: 3
Requirements: Agility 6, Strength 6, Level 3

You have learned to take longer strides in combat. For each level of this perk, your character can move 2 more hexes in combat. The first two hexes a character moves do not cost any APs.Ranks: 2
Requirements: Agility 5, Level 6

You know just where to hit to make it hurt more. Every bullet that successfully hits the target does +2 damage for each rank of this perk. Deathclaws and Dogs cannot choose this perk.Ranks: 2
Requirements: Agility 6, Luck 6, Level 6

You know how to brace large weapons while you are standing. When applicable, you get a bonus for using a tripod just by holding a weapon in your hands. Deathclaws and Dogs cannot choose this perk.Ranks: 1
Requirements: Strength 7, Heavy Weapons 80%, Level 4

You’ve learned how to suck up to your superiors. You get +1 Charisma for reaction roles when dealing with authority figures for each rank of this perk. Dogs and Deathclaws cannot brown-nose.Ranks: 2
Requirements: Charisma 5, Intelligence 6, Level 2

The radiation has mutated you so badly that you thrive in the wastes. You gain a +2 bonus to your healing rate, and can regenerate a crippled limb in 48 hours. Only Ghouls can choose this perk.Ranks: 1
Requirements: Strength < 7, Level 6

Your luck with explosives is legendary. Characters with this perk who fail to set an explosive properly will know immediately, and that explosive will not go off or detonate – it will be reset, so the Bomber can try again. Dogs and Deathclaws cannot choose this perk.Ranks: 1
Requirements: Traps 60%, Intelligence 6, Level 9

Everybody likes your character. EVERYBODY. Instead of getting a negative modifier for the "wrong" kind of karma, you get a positive modifier. Bad people like good characters, and good people like bad characters. Good still likes good and bad still likes bad. Go figure.Ranks: 1
Requirements: Charisma 10, Level 12

Your senses are very well developed. You gain a +2 bonus to Perception in the dark, and penalties for light levels are reduced by 50%. You also gain a 25% bonus to detecting enemies who are sneaking around. Only Deathclaws can choose this perk.Ranks: 1
Requirements: Intelligence 5, Level 4

Your character has learned how to handle explosives like a pro. For characters that like to blow things up, there is nothing better than this perk. Explosives set by this character do 50% more damage and will always detonate on time. Deathclaws and Dogs cannot choose this perk.Ranks: 1
Requirements: Agility 4, Traps 90%, Level 9

You won’t go down without a fight! When your hit points drop below 20% of your maximum, you get an additional 5 Damage Threshold to all types of damage.Ranks: 1
Requirements: First Aid 40%, Endurance 6, Level 2

A higher power has taken a liking to you. Anytime a roll fails, you have the option of re-rolling, but you must accept the results of the re-roll (you cannot re-roll a re-roll). You can only invoke your higher power once in a 24-hour period.Ranks: 1
Requirements: Charisma 8, Level 14

Your character has developed into a slippery little rat. This perk will lower your character's chances to be hit in combat. Armor class increases by +5 for each rank.
Ranks: 2
Requirements: Agility 6, Level 9

Your character has picked up some aggressive driving techniques. She gets a onetime 30% bonus to Pilot skill, and any rolls against stats made while behind the wheel get a +2 bonus. Deathclaws and Dogs cannot choose this perk.Ranks: 1
Requirements: Perception 6, Agility 5, Level 9

Your character will be more likely to move before other characters and critters in combat with this perk. Each rank of this perk increases a character's Sequence by +2.Ranks: 3
Requirements: Perception 6, Level 3

This perk will make it more likely that your character will find those strange and interesting encounters and items. It is up to the GM to decide what those items and encounters are.Ranks: 1
Requirements: Level 9

You have become an expert at firing from a moving vehicle. You do not suffer the normal 10% penalty when firing from a vehicle in motion.Ranks: 1
Requirements: Primitive Weapons, Pistols, Automatic Weapons, or Heavy Weapons 40%, Agility 6, Level 3

Each rank of this perk will increase the number of Hit Points healed by the use of First Aid or Doctor skills by 5-10 points (1d6 +4). The second rank adds +10-20 (2 X (1d6 +4)).Ranks: 2
Requirements: Perception 7, Agility 6, Intelligence 5, First Aid 40%, Level 3

With this perk, your character immediately gains enough experience points to go up to the next level. If a character chose this perk at level 9, they would gain enough experience points to go to level 10, placing them at a total of 45,001 experience points.Ranks: 1
Requirements: Level 9

You react very quickly to the sound of an explosive coming your way. You only take ½ damage from ranged explosive weapons, round up. This includes damage from concussion and shrapnel.Ranks: 1
Requirements: Agility 6, Level 4

If your character is not carrying any weapons in either hand, at the end of a combat turn, the character gains 3 points of AC instead of the normal 1 for each unused Action Point.Ranks: 1
Requirements: Unarmed 75%, Level 12

Har, matey, ye be the scourge of the Seven Seas! This perk reflects your Viking-like seafaring abilities. When you choose it, you get an immediate 30% bonus to your Pilot skill, and you do not suffer penalties from using weapons on the water.Ranks: 1
Requirements: Endurance 7, Pilot 75%, Level 9

Your reflexes have developed to make you a very fast driver. Of course, that doesn’t necessarily mean you are any safer. Characters with this perk can make a land vehicle go 25% faster than the vehicle’s maximum speed.Ranks: 1
Requirements: Pilot 60%, Perception 6, Agility 6, Level 3

You have some natural leadership abilities and have managed to cultivate them. Any party member within 10 hexes of you gains +1 to their Agility, up to their racial max, and +5 to their Armor Class. You do not get these benefits – that’s the price of being a leader.Ranks: 1
Requirements: Charisma 6, Level 4

This perk confers a +10% bonus to Doctor. Since characters with this perk have greater knowledge of anatomy, they also do +5 points of damage with every attack to living creatures.Ranks: 1
Requirements: Doctor 60%, Level 12

You always were a little different, but now you’ve learned how to use those differences to your advantage. Characters with this perk gain +10% to all skill rolls when at least 10 hexes away from all of the other members of the party.Ranks: 1
Requirements: Outdoorsman 50%, Charisma < 5, Level 4

Mental Block is the ability to tune out any outside mental interference. You must have learned this talent from a passing guru, or from a really late night at the bar. For purposes of determining range in combat AND finding traps ONLY, your character’s Perception is raised by 1, up to the racial maximum.Ranks: 1
Requirements: Level 15

When you select this perk, there is a chance (30% + (2 X LK)) that your character will gain a temporary ally, but only in random encounters. The GM will choose that ally.Ranks: 1
Requirements: Luck 4, Level 9

Your character can see better in darkness when you select this perk. Negative modifiers for dark conditions are reduced by 50%. Must be all the carrots you ate.Ranks: 1
Requirements: Perception 6, Level 3

Characters with this perk gain a 25% bonus to their Steal skill for the purposes of stealing from other characters or NPCs. Deathclaws and Dogs cannot choose this perk.Ranks: 1
Requirements: Agility 8, Steal 80%, Level 15

Your body has adapted to the use of the stimulant Psycho. Positive effects of Psycho are doubled, and the addiction rate for this drug is halved. Only mutants and half-mutants can choose this perk.Ranks: 1
Requirements: Endurance 5, Level 8

This perk will make your character do horrible things with fire - to other people. He or she does +5 points of damage with fire-based weapons such as flamethrowers, Molotov cocktails, napalm, and so forth.Ranks: 1
Requirements: Big Guns 75%, Level 9

You do not take damage from radiation – in fact, it heals you. You gain an extra +5 to your Healing Rate when in a source of radiation that gives out 10 or more rads an hour. Only Ghouls can choose this perk.Ranks: 1
Requirements: Endurance 6, Level 3

Your flying abilities have reached legendary proportions. In your time in the air, you have learned to anticipate enemy maneuvers and weather patterns almost like second nature. This perk gives you +25% to your Pilot skill.Ranks: 1
Requirements: Perception 7, Agility 6, Level 9

Mad Max doesn’t have a thing on you. You have learned how to drive and shoot at the same time. You do not suffer any penalties when driving vehicles and making attacks at the same time. Deathclaws and Dogs cannot choose this perk.Ranks: 1
Requirements: Pilot 60%, Intelligence 6, Level 12

Your character can see further in the wilderness. Maps are easier to read. It is up to the GM to determine exactly how this works. Special encounters and items are a little easier to find with this skill as well.Ranks: 1
Requirements: Perception 7, Level 3

While sneaking successfully, characters with this perk do double damage using HtH or melee attacks if they can hit their opponent in the back (backstab!)Ranks: 1
Requirements: Agility 10, Sneak 80%, Unarmed 80%, Level 18

Each rank of this perk will increase your Intelligence by +1 for rolls against that Stat when attempting to smooth-talk NPCs. Dogs cannot choose this perk, since dogs cannot talk.Ranks: 3
Requirements: Intelligence 4, Level 3

When using a ranged weapon, your character will do a critical hit with successful roll against Luck and this perk. Deathclaws and Dogs cannot choose to be snipers.Ranks: 1
Requirements: Agility 8, Perception 8, Rifles & Shotguns 80%, Level 24

You can heal people much faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade, it only takes 5 APs to use your skill.Ranks: 1
Requirements: First Aid 75%, Doctor 50%, Agility 6, Level 3

You know how to bounce when you hit the ground! You take 25% less damage from falling and from vehicle wrecks. In addition, you get a 10% bonus to your Pilot skill. Alas, there are no stunt dogs in the Fallout universe.Ranks: 2
Requirements: Strength 6, Endurance 6, Agility 6, Level 6

Each rank of this perk adds an additional 5% (round up) to your character's experience points when he earns them. For example, Jack's character Garfield kills a Rad Rat (50 XP). He would earn 53 XP instead of the normal 50 at the first rank of this perk.Ranks: 3
Requirements: Intelligence 4, Level 3

You have learned the basic skills of teamwork and sharing. Good for you! Whenever all members of the party are within 10 hexes of your character, he or she gains +10% to all skills.Ranks: 1
Requirements: Charisma 4, Level 12

Exposure to radiation and the harsh wastes has hardened you against the elements. You gain +15 to your Armor Class and a +4 bonus to all thresholds. Only mutants can choose this perk.Ranks: 2
Requirements: Endurance < 8, Level 12

You have learned about the mystical healing effects of eating fruit. For 24 hours after eating a piece of fruit, your character gains +1 to Perception and Agility. Deathclaws and Dogs cannot grasp the mysteries of the fruit.Ranks: 1
Requirements: Charisma 6, Level 6